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Poccil, Can you tell me what needs to be done to create a new item. I want to make a Key Item called "Lab Key" and then I want an NPC to give it to me when I speak to him, and it to be put into the Key Item pocket...

The demo uses the function pbCreatePokemon, found in the script section --PB2-- (now called PBUtilities.)

It is defined like this:

Code:

def pbCreatePokemon
party=[3,6,9,12,15,18] # Species IDs of the Pokemon to be created
for i in 0...party.length
species=party[i]
# Generate Pokemon with species and level 20
$Trainer.party[i]=PokeBattle_Pokemon.new(species,20,$Trainer)
$Trainer.seen[species]=true # Set this species to seen and owned
$Trainer.owned[species]=true
end
end

This function, not defined in the latest release, can make it easier to add Pokemon to a party:

Code:

def pbAddPokemon(species,level)
if $Trainer.party.length==6 && $PokemonStorage.full?
Kernel.pbDisplayMessage("There's no more room for Pokemon!\1")
Kernel.pbDisplayMessage("The Pokemon Boxes are full and can't accept any more!")
return false
end
speciesname=PBSpecies.getName(species)
Kernel.pbDisplayMessage("#{$Trainer.name} obtained #{speciesname}!\1")
pokemon=PokeBattle_Pokemon.new(species,level,$Trainer)
$Trainer.seen[species]=true
$Trainer.owned[species]=true
if Kernel.pbConfirmMessage("Would you like to give a nickname to #{speciesname}?")
helptext="#{speciesname}'s nickname?"
newname=pbEnterText(helptext,0,10)
pokemon.name=newname if newname!=""
end
if $Trainer.party.length<6
$Trainer.party[$Trainer.party.length]=pokemon
else
oldcurbox=$PokemonStorage.currentBox
storedbox=$PokemonStorage.pbStoreCaught(pokemon)
curboxname=$PokemonStorage[oldcurbox].name
boxname=$PokemonStorage[storedbox].name
if storedbox!=oldcurbox
Kernel.pbDisplayMessage("Box \"#{curboxname}\" on someone's PC was full.\1")
Kernel.pbDisplayMessage("#{pokemon.name} was transferred to box \"#{boxname}.\"")
else
Kernel.pbDisplayMessage("#{pokemon.name} was transferred to someone's PC.\1")
Kernel.pbDisplayMessage("It was stored in box \"#{boxname}.\"")
end
end
return true
end

im using this in my game, and i was wondering, is there anyway that with the next release you can make the messages (like ingame text) have a box like the advance generation, while keeping the menu, as the skin chosen in the options menu.

I have released a new version of Pokemon Essentials. Some of the new features include:
A Pokedex screen, a Pokemon Mart screen, evolution support, a finished summary screen,
as well as the Name Rater and Move Deleter. Also I have added a method to add custom
items to the game.

The problems with walking while the menu is open, as well as an EXP gain bug,
have already been resolved in a previous release and are still resolved in this one.

As I mentioned before, I don't plan to create custom animations.
However, a separate project of mine is an animation editor designed
especially for Pokemon battle animations. What I would like is for someone
to use that editor and create animations for some moves. That way I
can better decide how to best implement battle animations into
my battle system. (The existing animation system is not enough,
unfortunately, because some moves' animations require manipulating
the attacker and the opponent, which is supported by my animation
editor.) I could use it myself, but I am not very skilled
in making animations as I am in programming.

Pokemorpher. I don't think that the Summary system has been implanted yet.

Anyway, I am having quite a frustrating problem involving the Custom Battle System...When you lose against a trainer instead of taking you to the last visited Pokemon Center, the player will be teleported outside the trainer, ready to battle him/her again...That I can deal with, but the real problem is event battles. Ie: A Rival/Gym Leader. When you lose against them, the even continues as if you had won. O.o

__________________

Current Projects:
None

Staff on the following Projects:
Pokemon: Rise of Oblivion. - Spriter.

I want to know, HOW to ADD badges, or change the names of them. what i mean is that i want to know how to make it where there are MORE then just 8 badges. I want there to be 12 badges in my game, but you only need 8 to go to the league.

Anyways, my other question, how do i change the amount of exp that you get from battles, because when people play my game, they level up almost every battle for the first 14 levels.

i want to know how to make it where instead of 30, 60 or 90 exp after beating a lvl 3 pokemon, instead you get about 14-24 each time.

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